History GameBreaker / Puzzle

13th Dec '15 5:37:04 PM bwburke94
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* Very rare for TheMario to be the game breaker, but Geolyte (the main character's planet and the Earth analogue) in ''VideoGame/{{Meteos}}'' is arguably this. For those of you not in the know, each planet in ''Meteos'' has its own attributes, such as playing field size and types of blocks that fall. Geolyte is easy to learn, but it also clears out blocks like mad, resulting in avalanches of garbage blocks for the opponent. In the sequel ''Meteos Wars'', it gains the [[LimitBreak Planet Impact]] called "Gambit," which increases the size of garbage block drops for several seconds. Normally, you have to charge up a meter in order to use this, done by clearing blocks and clearing the screen. Geolyte can get rid of its blocks and clear the screen so fast that a sufficiently-skilled player [[{{Combos}} can use Gambit again as soon as the previous one wears off]], leaving the opponent stuck in a perpetually compromised situation.

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* Very It's rare for TheMario the JackOfAllStats to be the game breaker, but Geolyte (the main character's planet and the Earth analogue) in ''VideoGame/{{Meteos}}'' is arguably this. For those of you not in the know, each planet in ''Meteos'' has its own attributes, such as playing field size and types of blocks that fall. Geolyte is easy to learn, but it also clears out blocks like mad, resulting in avalanches of garbage blocks for the opponent. In the sequel ''Meteos Wars'', it gains the [[LimitBreak Planet Impact]] called "Gambit," which increases the size of garbage block drops for several seconds. Normally, you have to charge up a meter in order to use this, done by clearing blocks and clearing the screen. Geolyte can get rid of its blocks and clear the screen so fast that a sufficiently-skilled player [[{{Combos}} can use Gambit again as soon as the previous one wears off]], leaving the opponent stuck in a perpetually compromised situation.



** Super Sribblenauts had a limited version of the adjectives system. Normally, you could only add adjectives to objects you summoned. However, using a potion on any object will give the object all of the potion's adjectives, and potions aren't affected by most adjectives. You can make things indestructible, brainwash them, grant them superpowers or, using the right combination of adjectives, erase them from existence.
** Fans in Scribblenauts can allow you to push distant objects
** Many of the Action levels in Super Scribblenauts which are intended to required careful planning and timing can be bypassed by strategically placed objects with the adjectives 'indestructible' and 'immovable'.
* In ''VideoGame/AngryBirds'', there is the Mighty Eagle, [[spoiler: which costs 99 cents to buy]]. It is summoned by throwing a can of sardines at the fortress & will plow right through every material the pigs could possibly build with, also causing an aftershock to kill any pigs that it missed. Pretty much, it will beat every single level it is used on.

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** Super Sribblenauts ''Super Scribblenauts'' had a limited version of the adjectives system. Normally, you could only add adjectives to objects you summoned. However, using a potion on any object will give the object all of the potion's adjectives, and potions aren't affected by most adjectives. You can make things indestructible, brainwash them, grant them superpowers or, using the right combination of adjectives, erase them from existence.
** Fans in Scribblenauts ''Scribblenauts'' can allow you to push distant objects
** Many of the Action levels in Super Scribblenauts ''Super Scribblenauts'' which are intended to required careful planning and timing can be bypassed by strategically placed objects with the adjectives 'indestructible' and 'immovable'.
* In ''VideoGame/AngryBirds'', there is the Mighty Eagle, [[spoiler: which costs 99 cents requires real-world money to buy]].buy. It is summoned by throwing a can of sardines at the fortress & will plow right through every material the pigs could possibly build with, also causing an aftershock to kill any pigs that it missed. Pretty much, it will beat every single level it is used on.
2nd Dec '15 6:26:39 PM nombretomado
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** The lowest difficulty setting, with only four kinds of blocks, virtually trivializes the SegaMasterSystem and GameGear versions, as they also have a particularly large playfield and game speed maxes out eventually (neither of which is the case on the MegaDrive). You can simply place the columns at some empty space without paying attention to their colors and will still be almost guaranteed to score a combo sooner or later; only your luck will determine when it's finally GameOver.

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** The lowest difficulty setting, with only four kinds of blocks, virtually trivializes the SegaMasterSystem UsefulNotes/SegaMasterSystem and GameGear UsefulNotes/GameGear versions, as they also have a particularly large playfield and game speed maxes out eventually (neither of which is the case on the MegaDrive).UsefulNotes/MegaDrive). You can simply place the columns at some empty space without paying attention to their colors and will still be almost guaranteed to score a combo sooner or later; only your luck will determine when it's finally GameOver.
8th Oct '15 6:57:04 PM nombretomado
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* The first ''{{Knightfall}}'' game has the red armor. You are given a limited amount of points to clear the blocks out of the way, after which you start taking ScratchDamage (though given how fast damage racks up, it's very likely to kill you). The red armor lowers damage taken by 10%, meaning you no longer take damage from block clearing, letting go go up levels as long as you have the patience for it. Unfortunately, this was removed in the sequel.

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* The first ''{{Knightfall}}'' ''ComicBook/{{Knightfall}}'' game has the red armor. You are given a limited amount of points to clear the blocks out of the way, after which you start taking ScratchDamage (though given how fast damage racks up, it's very likely to kill you). The red armor lowers damage taken by 10%, meaning you no longer take damage from block clearing, letting go go up levels as long as you have the patience for it. Unfortunately, this was removed in the sequel.
4th Aug '15 3:12:44 AM Freezer
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** Learned spells marked Very Hard, like Death Gaze (does damage equal to half the targets remaining HP), Petrify (2 missed turns to the target, plus an extra turn for every 20 green mana) and Spit Poison (Inflicts Poison and Blind status effects for three or more turns).

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** Learned spells marked Very Hard, like Death Gaze (does damage equal to half the targets remaining HP), Petrify (2 missed turns to the target, plus an extra turn for every 20 green mana) and Spit Poison (Inflicts Poison and Blind status effects for three or more turns). The mana cost for such spells are high, but players can spend their level up points on the appropriate stats to make casting them easier.



** ''Puzzle Quest 2'' has the Manticore and Wyvern poisons, which can only be wielded by the Assassin class. While the poisons available to the other classes max out at about 6 damage per turn (for 6-8 turns), the Assassin-only ones max out at 14 per for up to ten turns. And if you dual-wield different types (ex. A Hellforged Wyvern and an Ancient Wyvern), they stack. And poisons are ridiculously cheap to upgrade so you can max them out in short order. Once you've got two maxed-out poisons, you're pretty much invincible save for the bosses with [[OneHitKO instant kill moves.]]

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** ''Puzzle Quest 2'' has the Manticore and Wyvern poisons, which can only be wielded by the Assassin class. While the poisons available to the other classes max out at about 6 damage per turn (for 6-8 turns), the Assassin-only ones max out at 14 per for up to ten turns. And if you dual-wield different types (ex. A Hellforged Wyvern and an Ancient Wyvern), they stack. And poisons the damage inflicted by all poison is unblockable (as they inflict a status effect, not attack damage and count as items, not spells) Poisons are also ridiculously cheap to upgrade so you can max them out in short order. Once you've got two maxed-out poisons, you're pretty much invincible save for enemies with poison immunity or the bosses with [[OneHitKO instant kill moves.]]
24th Jul '15 1:54:23 PM LucaEarlgrey
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** Sega's 1988 arcade version of ''Tetris'' neglects to change RNG seeds every time the game is booted up, resulting in the [[http://tetrisconcept.net/threads/wheres-the-sega-tetris-poweron-pattern.680/#post-23443 power-on pattern]]. This goes against a major concept of ''Tetris''--randomized pieces--and allows the player to simply plot out where to put each piece and reach the score cap in as few pieces as possible. Of course, you do need to have your own copy of the arcade hardware, be playing in an emulator, or otherwise have machine-resetting privileges, but once you do ''Tetris'' becomes less about dealing with the RandomNumberGod and more about TabletopGame/{{chess}}-like move planning.

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** Sega's 1988 arcade version of ''Tetris'' neglects to change RNG seeds every time the game is booted up, resulting in the [[http://tetrisconcept.net/threads/wheres-the-sega-tetris-poweron-pattern.680/#post-23443 power-on pattern]]. This goes against a major concept of ''Tetris''--randomized pieces--and allows the player to simply plot out where to put each piece and reach the score cap in as few pieces as possible. Of course, you do need to have your own copy of the arcade hardware, be playing in an emulator, or otherwise have machine-resetting privileges, but once you do ''Tetris'' becomes less about dealing with the RandomNumberGod and more about TabletopGame/{{chess}}-like move planning.privileges.
24th Jul '15 1:54:07 PM LucaEarlgrey
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** Sega's 1988 arcade version of ''Tetris'' neglects to change RNG seeds every time the game is booted up, resulting in the [[http://tetrisconcept.net/threads/wheres-the-sega-tetris-poweron-pattern.680/#post-23443 power-on pattern]]. This goes against a major concept of ''Tetris''--randomized pieces--and allows the player to simply plot out where to put each piece and reach the score cap in as few pieces as possible.

to:

** Sega's 1988 arcade version of ''Tetris'' neglects to change RNG seeds every time the game is booted up, resulting in the [[http://tetrisconcept.net/threads/wheres-the-sega-tetris-poweron-pattern.680/#post-23443 power-on pattern]]. This goes against a major concept of ''Tetris''--randomized pieces--and allows the player to simply plot out where to put each piece and reach the score cap in as few pieces as possible. Of course, you do need to have your own copy of the arcade hardware, be playing in an emulator, or otherwise have machine-resetting privileges, but once you do ''Tetris'' becomes less about dealing with the RandomNumberGod and more about TabletopGame/{{chess}}-like move planning.
24th Jul '15 1:52:40 PM LucaEarlgrey
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** Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. In marathon/survival modes, it allows the player to easily reach the level goal, reach the score {{cap}} in due time, or play forever just by mashing the rotate button or moving a piece back and forth unless they decide where to put the piece. While it won't help in timed modes, it does make survival far more trivial than it is in other versions of ''Tetris''.

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** Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. In marathon/survival modes, it allows the player to easily reach the level goal, reach the score {{cap}} in due time, or play forever just by mashing the rotate button or moving a piece back and forth unless they decide where to put the piece. While it won't help in timed modes, it does make survival far more trivial than it is in other versions of ''Tetris''.
24th Jul '15 1:52:20 PM LucaEarlgrey
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** Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. In marathon/survival modes, it allows the player to easily reach the level goal, reach the score {{cap}] in due time, or play forever just by mashing the rotate button or moving a piece back and forth unless they decide where to put the piece. While it won't help in timed modes, it does make survival far more trivial than it is in other versions of ''Tetris''.

to:

** Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. In marathon/survival modes, it allows the player to easily reach the level goal, reach the score {{cap}] {{cap}} in due time, or play forever just by mashing the rotate button or moving a piece back and forth unless they decide where to put the piece. While it won't help in timed modes, it does make survival far more trivial than it is in other versions of ''Tetris''.
24th Jul '15 1:52:11 PM LucaEarlgrey
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* Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. This feature essentially allows an only-decent player to, with enough time and patience, max out the score in endless modes. It's only useful at the higher levels when pieces drop in an instant, but is still frowned upon for competitive play. This has been nerfed somewhat in ''Tetris Party'' and ''Tetris Friends'', where the pieces will still lock in place after enough movements.
** actually, in ''Tetris Worlds'' and ''Tetris DS'', the infinite spin isn't as game breaking as it would seem. in ''Tetris Words'', the object of the game is to clear 15 levels as fast as possible, and infinite spinning won't help you make any speed records. and in ''Tetris DS'', several modes require you to lay down pieces as fast as humanly possible.
** [[http://infinitespin.ytmnd.com/ Tetris is ridin' spinners, also blocks.]]

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* ''VideoGame/{{Tetris}}'':
**
Some newer, official ''VideoGame/{{Tetris}}'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [[http://tetris.wikia.com/wiki/Infinity Infinity]], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. This feature essentially In marathon/survival modes, it allows an only-decent the player to, with enough time and patience, max out to easily reach the level goal, reach the score {{cap}] in endless modes. It's only useful at due time, or play forever just by mashing the higher levels when pieces drop in an instant, but is still frowned upon for competitive play. This has been nerfed somewhat in ''Tetris Party'' rotate button or moving a piece back and ''Tetris Friends'', forth unless they decide where to put the pieces will still lock in place after enough movements.
** actually, in ''Tetris Worlds'' and ''Tetris DS'', the infinite spin isn't as game breaking as
piece. While it would seem. in ''Tetris Words'', the object of the game is to clear 15 levels as fast as possible, and infinite spinning won't help you in timed modes, it does make any speed records. and survival far more trivial than it is in ''Tetris DS'', several modes require you to lay down pieces as fast as humanly possible.
** [[http://infinitespin.ytmnd.com/ Tetris is ridin' spinners, also blocks.]]
other versions of ''Tetris''.


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** Sega's 1988 arcade version of ''Tetris'' neglects to change RNG seeds every time the game is booted up, resulting in the [[http://tetrisconcept.net/threads/wheres-the-sega-tetris-poweron-pattern.680/#post-23443 power-on pattern]]. This goes against a major concept of ''Tetris''--randomized pieces--and allows the player to simply plot out where to put each piece and reach the score cap in as few pieces as possible.
21st May '15 11:22:19 AM Willbyr
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* ''{{Scribblenauts}} Unlimited'' features adjectives that you can add to items or [=NPCs=] to change their properties and behaviour. Adding the adjective "nonexistent" instantly makes the object disappear, which makes every quest that relies on the removal of something trivially easy.

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* ''{{Scribblenauts}} ''VideoGame/{{Scribblenauts}} Unlimited'' features adjectives that you can add to items or [=NPCs=] to change their properties and behaviour. Adding the adjective "nonexistent" instantly makes the object disappear, which makes every quest that relies on the removal of something trivially easy.



* In ''AngryBirds'', there is the Mighty Eagle, [[spoiler: which costs 99 cents to buy]]. It is summoned by throwing a can of sardines at the fortress & will plow right through every material the pigs could possibly build with, also causing an aftershock to kill any pigs that it missed. Pretty much, it will beat every single level it is used on.

to:

* In ''AngryBirds'', ''VideoGame/AngryBirds'', there is the Mighty Eagle, [[spoiler: which costs 99 cents to buy]]. It is summoned by throwing a can of sardines at the fortress & will plow right through every material the pigs could possibly build with, also causing an aftershock to kill any pigs that it missed. Pretty much, it will beat every single level it is used on.


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